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Bogie & Other Issues

Posted:
Sat Jan 04, 2020 4:06 am
by ABStudios
I've been having an issue thats been bugging me for awhile. The wheels tend to cave in whenever I enter the preview and in railworks. All the measurements are correct and I'm running out of ideas. Any thoughts?


Re: Bogie Issue

Posted:
Sat Jan 04, 2020 12:34 pm
by RailWanderer
I have had a similar situation, and have checked all my pivot points as stated in the Dev Docs on this subject and even got help from my friend Darlan and we still haven't figured out what went wrong.

I use Max as my modeling tool.
Re: Bogie Issue

Posted:
Sun Jan 05, 2020 1:45 pm
by thebigroyboyski
It's been a while since I built anything but I think your wheels are named incorrectly.
The wheels on your second bogie should be 03 and 04 and not another 1 and 2.
Edit; I just checked the grade crossing site and your naming looks ok.
Re: Bogie Issue

Posted:
Sun Jan 05, 2020 4:47 pm
by mikeadams2k
Are the Rotation (0 for all axis) and Scale (1 for all axis) for the wheels set correctly?
Re: Bogie Issue

Posted:
Mon Jan 06, 2020 12:42 am
by ABStudios
Thanks for the help guys. The real issue is that they were not centered in blender. BUT...... I got another issue. I cant get these guys to couple to other cars or vice versa:
Anymore insight?
Bogie Issue

Posted:
Mon Jan 06, 2020 3:34 am
by DigitalRails
I think both wagons must have same coupler configuration
Re: Bogie Issue

Posted:
Mon Jan 06, 2020 2:13 pm
by ABStudios
What do you mean same coupler config? As in same height?
Re: Bogie Issue

Posted:
Mon Jan 06, 2020 2:22 pm
by thegevo5k
ABStudios wrote:What do you mean same coupler config? As in same height?
The type of coupler defined in the coupler blueprint has to be the same as the one you're connecting to
Re: Bogie Issue

Posted:
Mon Jan 06, 2020 4:08 pm
by kris120
Regarding the couplers, read this:
https://www.christrains.com/en/ts_faq_p ... lings.htmlAccording to your wheels:
Is your "Bogey Blueprint" setup correctly ? As I have understood, the position in Blender is not important, but I have never built waggons so far.
Kris
Re: Bogie & Other Issues

Posted:
Tue Jan 07, 2020 2:03 am
by ABStudios
Thanks for the replies but I got another issue that has to get resolved before that:

I've been banging my head up against the wall the past 2 days trying to get these guys turned around. But cant
Here's some reference:


"Coupled"

"Uncoupled"

The uncoupled coupler seems to look fine:

Re: Bogie & Other Issues

Posted:
Tue Jan 07, 2020 11:18 am
by Chacal
Compare your XML blueprint with one from a car that works correctly.
Re: Bogie & Other Issues

Posted:
Tue Jan 07, 2020 3:04 pm
by BNSFdude
Ah yea, butted couplers, it happens to me every time I make new couplers. I just flip the model in 3DS or blender in your case.
Re: Bogie & Other Issues

Posted:
Wed Jan 08, 2020 2:33 am
by ABStudios
BNSFdude wrote:Ah yea, butted couplers, it happens to me every time I make new couplers. I just flip the model in 3DS or blender in your case.
Yeah this worked. I thought it would be more advanced than this but I guess I'm just super dense!
Once I get the coupling issue with other cars and autonumbering down the car is pretty much releasable. I'll more than likely make a couple different versions though.
Bogie & Other Issues

Posted:
Wed Jan 08, 2020 9:27 am
by DigitalRails
There is an option in settings of the game called allow all couplings.
Re: Bogie & Other Issues

Posted:
Wed Jan 08, 2020 2:31 pm
by ABStudios
I got it to work. All I had to do was rename “Buckeye” to “buckeye” (case-sensitive). That is why it only coupled to my cars, since my tankers’ couplers were the only ones capitalized. I also got the auto numbering down too and re-baked the textures. It’s lookin mighty delicious! Pics to come soon!